Adaptation
Adapting an application to its user, rather than asking the user to adapt to the application. This section carries the practical line of my CISNA work: applications built over an abstract model of themselves, rendered per user by services the application is willing to wait for.
Accessible Tetris
A case study from my doctoral research, revisited: what it means for Tetris to be accessible. Not a claim of a finished accessible game, but an exploration of design method and interaction modalities, with working examples of techniques, from sonic metaphors and a first-person listening stage to state models whose game clock waits for the user. It closes with the design for a web-based demonstrator built on the spatial audio modern browsers deliver natively.
Where this connects
The theory behind this section lives in Research: the CISNA Model (the five-layer model of accessible adaptive hypermedia these case studies express), and Tetris as accessibility testbed, on why this game in particular earns its keep as a research vehicle.